2014-01-20 11:44:41 +00:00
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#region === Copyright (c) 2010 Pascal van der Heiden ===
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using System;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal class EffectThingSlope : SectorEffect
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{
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// Thing used to create this effect
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// The thing is in the sector that must receive the slope
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private Thing thing;
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// Constructor
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public EffectThingSlope(SectorData data, Thing sourcething) : base(data)
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{
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thing = sourcething;
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// New effect added: This sector needs an update!
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if (data.Mode.VisualSectorExists(data.Sector))
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{
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BaseVisualSector vs = (BaseVisualSector)data.Mode.GetVisualSector(data.Sector);
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vs.UpdateSectorGeometry(true);
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}
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}
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// This makes sure we are updated with the source linedef information
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public override void Update()
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{
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ThingData td = data.Mode.GetThingData(thing);
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Thing t = thing;
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// Floor slope thing
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if (t.Type == 9502)
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{
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t.DetermineSector(data.Mode.BlockMap);
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if (t.Sector != null)
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{
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//mxd. Vertex zheight overrides this effect
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2014-12-03 23:15:26 +00:00
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if (General.Map.UDMF && t.Sector.Sidedefs.Count == 3)
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{
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foreach(Sidedef side in t.Sector.Sidedefs)
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{
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2014-01-20 11:44:41 +00:00
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if(!float.IsNaN(side.Line.Start.ZFloor) || !float.IsNaN(side.Line.End.ZFloor))
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return;
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}
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}
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float angle = Angle2D.DoomToReal((int)Angle2D.RadToDeg(t.Angle));
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float vangle = Angle2D.DegToRad(General.Clamp(t.Args[0], 0, 180)); //mxd. Don't underestimate user stupidity (or curiosity)!
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Vector2D point = new Vector2D(t.Position.x + (float)Math.Cos(angle) * (float)Math.Sin(vangle), t.Position.y + (float)Math.Sin(angle) * (float)Math.Sin(vangle));
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Vector2D perpendicular = new Line2D(t.Position, point).GetPerpendicular();
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Vector3D v1 = new Vector3D(t.Position.x, t.Position.y, t.Position.z + t.Sector.FloorHeight);
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Vector3D v2 = new Vector3D(
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point.x + perpendicular.x,
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point.y + perpendicular.y,
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t.Position.z + t.Sector.FloorHeight + (float)Math.Cos(vangle)
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);
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Vector3D v3 = new Vector3D(
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point.x - perpendicular.x,
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point.y - perpendicular.y,
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t.Position.z + t.Sector.FloorHeight + (float)Math.Cos(vangle)
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);
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SectorData sd = data.Mode.GetSectorData(t.Sector);
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sd.AddUpdateSector(data.Sector, true);
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if (!sd.Updated) sd.Update();
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td.AddUpdateSector(t.Sector, true);
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sd.Floor.plane = new Plane(v1, v2, v3, true);
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}
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}
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// Ceiling slope thing
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else if (t.Type == 9503)
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{
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t.DetermineSector(data.Mode.BlockMap);
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if (t.Sector != null)
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{
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//mxd. Vertex zheight overrides this effect
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2014-12-03 23:15:26 +00:00
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if(General.Map.UDMF && t.Sector.Sidedefs.Count == 3)
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{
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foreach(Sidedef side in t.Sector.Sidedefs)
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{
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2014-01-20 11:44:41 +00:00
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if(!float.IsNaN(side.Line.Start.ZCeiling) || !float.IsNaN(side.Line.End.ZCeiling))
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return;
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}
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}
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float angle = Angle2D.DoomToReal((int)Angle2D.RadToDeg(t.Angle));
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float vangle = Angle2D.DegToRad(General.Clamp(t.Args[0], 0, 180)); //mxd. Don't underestimate user stupidity (or curiosity)!
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Vector2D point = new Vector2D(t.Position.x + (float)Math.Cos(angle) * (float)Math.Sin(vangle), t.Position.y + (float)Math.Sin(angle) * (float)Math.Sin(vangle));
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Vector2D perpendicular = new Line2D(t.Position, point).GetPerpendicular();
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Vector3D v1 = new Vector3D(t.Position.x, t.Position.y, t.Position.z + t.Sector.CeilHeight);
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Vector3D v2 = new Vector3D(
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point.x + perpendicular.x,
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point.y + perpendicular.y,
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t.Position.z + t.Sector.CeilHeight + (float)Math.Cos(vangle)
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);
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Vector3D v3 = new Vector3D(
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point.x - perpendicular.x,
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point.y - perpendicular.y,
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t.Position.z + t.Sector.CeilHeight + (float)Math.Cos(vangle)
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);
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SectorData sd = data.Mode.GetSectorData(t.Sector);
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sd.AddUpdateSector(data.Sector, true);
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if (!sd.Updated) sd.Update();
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td.AddUpdateSector(t.Sector, true);
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sd.Ceiling.plane = new Plane(v1, v2, v3, false);
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}
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}
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}
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}
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}
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